/**
 * The New BSD license is used for the ForD2 RPG (Multi-Layered Framework for 
 * Authoring Dungeons and Dragons Based Role Playing Games). 
 * Components to provide the largest 
 * amount of freedom for developers that want to base their application on this 
 * product.
 *
 * Copyright (c) 2007, ForD2 RPG Systems A.S.
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without 
 * modification, are permitted provided that the following conditions are met:
 * 
 * - Redistributions of source code must retain the above copyright notice, 
 *   this list of conditions and the following disclaimer.
 *
 * - Redistributions in binary form must reproduce the above copyright notice, 
 *   this list of conditions and the following disclaimer in the documentation 
 *   and/or other materials provided with the distribution.
 *
 * - Neither the name of ForD2 RPG Systems A.S. nor the names of its 
 *   contributors may be used to endorse or promote products derived from this 
 *   software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 
 * POSSIBILITY OF SUCH DAMAGE.
 */

package framework.core.character;

import framework.core.world.Religion;
import framework.persistence.GenericPersistentable;
import java.util.ArrayList;
import java.util.List;

/**
 * This class represents the existent class.
 * @author <B>Marcos Tadeu Silva</B> 
 *         e-mail: <I>zero.ufal@gmail.com</I>, 08/31/2007.
 * @version 0.1
 * @since first
 */
public class Class extends GenericPersistentable {
    
    public String name;
    public String shortName;
    public String description;
    
    private int level;
    private int hitDie;
    private int maxClassRank;
    private int maxNonClassRank;
    
    private Religion religion;
    private History history;
    private Knowledge book;
    
    private List<Adjustment> adjustments;
    private List<Alignment> alignments;
    private List<Role> roles;
    private List<Bonus> bonus;
    
    /**
     * Creates a new Instance of character Class initializing the adjustments, 
     * alignments, roles and bonus List.
     */
    public Class() {
        adjustments = new ArrayList<Adjustment>();
        alignments  = new ArrayList<Alignment>();
        roles       = new ArrayList<Role>();
        bonus       = new ArrayList<Bonus>();
    }
    
    /**
     * Creates a new Instance of character Class.
     *
     * @param name the name of the character Class.
     * @param shortName the short name of the character Class.
     * @param description the description of the character Class.
     */
    public Class(final String name, final String shortName, final String description) {
        this();
        this.name = name;
        this.shortName = shortName;
        this.description = description;
    }

    public int getLevel() {
        return level;
    }

    public void setLevel(int level) {
        this.level = level;
    }

    public int getHitDie() {
        return hitDie;
    }

    public void setHitDie(int hitDie) {
        this.hitDie = hitDie;
    }

    public int getMaxClassRank() {
        return maxClassRank;
    }

    public void setMaxClassRank(int maxClassRank) {
        this.maxClassRank = maxClassRank;
    }

    public int getMaxNonClassRank() {
        return maxNonClassRank;
    }

    public void setMaxNonClassRank(int maxNonClassRank) {
        this.maxNonClassRank = maxNonClassRank;
    }

    public Religion getReligion() {
        return religion;
    }

    public void setReligion(Religion religion) {
        this.religion = religion;
    }

    public History getHistory() {
        return history;
    }

    public void setHistory(History history) {
        this.history = history;
    }

    public Knowledge getBook() {
        return book;
    }

    public void setBook(Knowledge book) {
        this.book = book;
    }

    public List<Adjustment> getAdjustments() {
        return adjustments;
    }

    public void setAdjustments(List<Adjustment> adjustments) {
        this.adjustments = adjustments;
    }

    public List<Alignment> getAlignments() {
        return alignments;
    }

    public void setAlignments(List<Alignment> alignments) {
        this.alignments = alignments;
    }

    public List<Role> getRoles() {
        return roles;
    }

    public void setRoles(List<Role> roles) {
        this.roles = roles;
    }

    public List<Bonus> getBonus() {
        return bonus;
    }

    public void setBonus(List<Bonus> bonus) {
        this.bonus = bonus;
    }

}

